In 3dsmax instead of using a standard material, you use the Multi-SubObject Material. It's a warehouse of standard materials. You can create your standard materials and drag/copy them into the slots. Each material has an ID like gir mentioned. You can also attach all of the meshes together and it will form one giant…
This looks really promising and can't wait to give it a try. I do however have a request and that is rather than just supporting a workflow whereby you split your HP into separate meshes based on material ID, you adopt a 3D max like option "match material ID's". I work on models which splitting them and regrouping parts of…
Hi! I'm an artist in games with around 10 years of work experience. Always wanted to post here but never did. This is the initial costume design part of my work that was done some time ago almost all in Marvelous Designer. At this stage I like to use MD to sketch out outfit ideas and add my non-clothing items as 'trims'…
The slowdowns I see with that are: a) you need to be constantly aware of your camera position and in which axis you want to move. That always take me a second of thinking, so it loses out of the box.b) with ZXY, I can never hit the right button without looking down at my keyboard. c) actions that don't need to be precise…
Using a M/S-O material with 5 material IDs is generally a bad idea for an in-game asset. This causes a lot of state changes when the model is rendered in the game, a lot of texture fetches, and a lot of draw calls. Generally a bad idea. But like anything there are exceptions. Is your asset really worth it? RTT doesn't work…
found solution made by Vojtěch Čada or Swordslayer original link and script is here : https://forums.autodesk.com/t5/3ds-max-forum/auto-snap-verts-to-whole-numbers-on-object-move-or-dragging/td-p/5452916 I merged his both object and vertex snapping in one tool for convenience ( pardon if the script is a bit…
Greetings! Kosei3D is a game art production team built around the idea of structure and individuality.
We combine structured production workflows with a flexible artistic approach, adapting to different visual styles and project needs. Our focus is on delivering production-ready assets - from characters to environments and…
[ QUOTE ] PIOR : Just did the gun. I think that's the boringest thing I ever did in 3d. HA! I guess it had to be done somehow. Next time I'll better search for readymade downloadable gun props. I bet it exsists somewhere? Bah! Bangbang! [/ QUOTE ] there's some for free - http://www.turbosquid.com/Search/Index.cfm just a…
I'm a student trying to improve an ostrich rig that I'll be using in an upcoming creature animation course. The neck currently feels very difficult to pose and animate. In the attached screen recording, you can see the behavior I'm struggling with. The controls technically work, but getting clean neck poses requires…